Basketball Rules For Beginners (Level 0) 2009

This booklet is an introduction to the rules of . It is not intended to replace the rule book. It is essential that every referee purchase the Official FIBA Rule Book, and have a complete Referee understanding of the rules. Also available (at a lower cost) is a Simplified & Illustrated Rule Book. For further information, please contact the Development Office for Referee Development on (08) 8444 6416 INTRODUCTION

Excerpt from the Australian “Official Basketball Rules and Referee’s Manual”

Basketball is a highly technical and extremely exciting sport for both participants and spectators. It is the fastest growing major sport in Australia and is promoted as a family sport. To maintain this growth and image it is very important that the players, coaches, referees, administrators and spectators should have a strong knowledge of the rules to ensure that they can receive the full enjoyment from their involvement and their input will enhance the image of the game.

Referee Development Pathways

For Referees to progress through to elite NBL, WNBL or even International Levels takes a great deal of training, many years of experience and probably just a bit of luck. These lofty heights in the sport are however, achievable. Basketball Australia has 6 levels of accreditation, from this course at Level 0 through to Level 5 which is recognition of International Accreditation from FIBA, the controlling body of International Basketball.

In general terms the following courses and accreditations follow the grade of basketball which may be available for you to officiate in.

Level “0” Orientation level - never refereed before. Starts as a “shadow”

Level “1” Friday Junior District Basketball - U/12 to U/18, Senior District Division 3 & Senior Social “A” grade Basketball, High School Carnivals

SRDP (State Referee Development Panel)

Level “2” District Junior and Senior Basketball, U/18 to Senior Division 2

Level “3” District and National Senior Basketball, Division 1 and ABA

NRDP (National Referee Development Program)

Level “4” NBL, WNBL & ABA National Finals

Level “5” FIBA International Tournaments, Olympic & Commonwealth Games. TERMS & PROCEDURES

The Rules described in this booklet are based on the game being played in quarters. Various competitions still play the game in halves, which affects the number of team fouls, & sometimes time outs. The Alternating Possession Rule is not compulsory. Basketball SA has not implemented this rule for all Primary School competitions.

Teams Teams consist of not more than 12 players, and a Coach. Sometimes there is an Assistant Coach and a Team Manager also. At any during playing time, there are only 5 players on the court. The rest of the team are “substitutes”. The coach is responsible for submitting the names of the players to the scorer before the game starts, and also for requesting time outs during the game. The coach can talk to his players during the game, as long as he does not enter the court.

Uniforms Teams must be in correct uniform. That is, the same colour top, and the same colour shorts. Singlets must be numbered on the front and back. Only numbers 00, 4-15, 20-25, 30-35, 40-45, 50-55 (inclusive) are permitted. District Junior Basketball also allows any number from 1 – 99. Some social competitions also allow 1 – 99. Check with the local management as to by-laws for acceptable uniforms.

Scoring The team that scores the most number of points wins the game. Field goals score 2 points, 3 points if the ball is released from the 3-point area. The position of the shooter is determined by where the shooter last touched the court before releasing the ball. Free throws may be awarded to a player resulting from a committed by the opposing team. Each successful scores 1 point. If a team accidentally scores in the wrong basket, then the points are awarded to the captain of the opposing team. If a team deliberately scores in the wrong basket, no points are awarded, and a is called, with possession going to the opposing team.

Act of Shooting Begins when a player is holding the ball, and the shooting motion (usually upwards) has started. This may include arm or body movement in the shot attempt. The number of legal steps a player takes does not affect whether a player is in the act of shooting. It must be one continuous motion.

Ends when the ball has left the shooter’s hand, and in the case of the shooter being off of the ground, until both feet have returned to the floor. Charged Time-Outs Each team is permitted 2 time-outs in the first half, 3 in the second half, with 1 each for each period. The time-outs are not restricted to any particular quarter. The length of a time-out is 1 minute. The scorer shall sound his signal after 50 seconds, so referees can get the teams ready to play once the full minute has elapsed. The full minute for time-outs must be taken. A time out is to be requested by the coach (or assistant coach) by approaching the score table and making the request. The scorer signals to the referees at the next opportunity. A time-out can be granted after any whistle, or if the opposing team scores (provided the request was made before the player throwing the ball in has the ball).

Substitutions Substitutions are requested by the substitute (not the coach!), by going to the score table and making the request to the scorers. The substitute must be dressed and ready to play. Substitutions are permitted for either team, on any whistle by the referee. In the case of an injured player, if the player cannot continue playing immediately (allow about 15 – 20 seconds), or that player receives treatment, the player must be substituted, or a time out charged (any time left for that time-out may be taken by the coaches to address their team).This now includes after successful free throws, or if a throw in is to occur after free throws, for either team.

Jump Balls Jump balls are called for any of the following, and the alternating possession rule will apply: A held ball Simultaneous or unknown Out-of-Bounds Both teams violate a missed last free throw The ball lodges between the and the ring The game is stopped when neither team has control, nor is entitled to the ball

During the at the start of the game: The jumpers occupy their half of the circle with one foot close to the line The non-jumpers are entitled to alternating positions around the circle, or any other position on the court. They do not have to stand still. The non-jumpers cannot enter the circle until the ball is legally tapped

The jumpers shall not: 1. Tap the ball until after the ball has reached it’s highest point 2. Touch the court on or over the center line until the ball has been legally tapped 3. Tap the ball more than twice 4. Leave the circle until the ball has been tapped 5. Catch the ball until the ball has been legally tapped and has touched a non-jumping player, or floor, or the referee

If any of the above events happen, then it is a violation, and the opposing team gets the ball for a throw-in.

If the ball is not tossed straight, or the ball touches the floor without being tapped, or both teams violate, the jump shall be retaken. If a held ball occurs immediately after the tap, with neither team getting clear possession, then another jump ball will be taken. The 2 players holding the ball will be the jumpers.

Free Throws The Shooter: Takes a position behind the free throw line, and in the semi-circle Does not “fake” the shot Shoots the ball within 5 seconds Must make the ball hit the ring, or enter the basket Does not touch the free throw line, or the restricted area until the ball hits the ring (See diagram opposite)

Players along the Free Throw Lanes Maximum of 5 players may occupy spaces along the lanes A4 and A5 are from the Shooter’s (A6) team B4, B5, and B6 are the defensive team Any unoccupied spaces must remain vacant. The referee may ask the players if they want to occupy the spaces Cannot enter the restricted area until the ball has left the shooter’s hands Opponents should not distract the shooter by waving hands or making noises Other Players May occupy any other position on the court behind the free throw line extended, and outside the 3 point line, until the ball hits the ring Opponents should not distract the shooter by waving hands or making noises

Free Throw Violations – During the last or only free throw If Missed: 1. Violation by the shooter or team-mate: opponents ball from out of bounds 2. Violation by an opponent of the free throw shooter: substitute free throw awarded Tr ail

Le ad Players Positions during Free Throws

3. Violation by both teams at the same time: jump ball and the alternating possession rule applies. If Successful: 1. Violation by the shooter: no score, and it is the opposition’s ball from the side line (free throw line extended) 2. Violation by the shooter’s team mates, or the opposition: count the point, ignore the violation - During a free throw that is to be followed by another If Successful: 1. Violation by the shooter: cancel the score, and complete the rest of the free throws 2. Violation by a team mate or the opposition: count the point and ignore the violation

Definitions Fumble: is when a player accidentally loses control of the ball. The player can legally recover the ball. Pivot: is the movement of one foot while the other (pivot) foot remains at its point of contact with the floor Dribble: is made when a player in control of the ball bounces, throws, taps, or rolls the ball and touches it again before it touches another player. During a dribble, the ball must contact the floor, between touches. The dribble ends when the ball comes to rest in 1 or both hands. The following are not dribbles: 1. The player fumbles the ball at the beginning or end of a dribble 2. Successive shots for goal (regardless of whether the ball hits the ring/backboard or not) 3. Attempts to gain control of the ball by tapping the ball away from another player Team Control: starts when a player from either team is holding or the ball. This included passing the ball between teammates, and if the ball spills loose due to defensive pressure. It does not end until: 1. the ball leaves the hand on a shot 2. a player from the opposing team is either holding or dribbling the ball This principle is important, as the 3-second, backcourt, and rules all involve this concept. No team control, no 3-second or backcourt violations; the shot clock cannot start

Defaults: A team with only one player left on court defaults the game. If the winning team is ahead in scores at the time, that score is the final result. If the winning team was behind in scores, the result is recorded as 2-0.

Violations Violations are infractions of the rules. The penalty is the opponents receive the ball for a throw- in from the nearest point out of bounds, except directly behind the backboard, unless otherwise stated.

Out of Bounds: includes the sidelines, endlines, the floor and all objects outside those lines. The boundary lines are out of court. This includes structures, supports, the back of the backboard, lights, ceiling, and overhangs. I t does NOT include the edges (sides, top, or bottom) of the backboard.

The ball is out of bounds if it touches any of the above, or someone who is standing out of bounds. The ball is caused to go out of bounds by the last player to touch the ball before it goes out, or by a player who is already out of bounds.

Throw-In from Out-of-Bounds Once the ball has been given to a player to pass in, the player must: 1. release the ball within 5 seconds 2. not touch the ball in court until it has touched another player 3. not take more than 1 normal step laterally (about a metre) in one direction only 4. not cause the ball to touch out of bounds or enter the basket before 5. touching another player in court

Other players may not have any part of their body over the boundary line (plane). The ball must be over the boundary line and released by the player throwing the ball in, before anyone in court can legally touch the ball. If an opponent deliberately tries to delay the throw-in, a may be called.

If the distance from the line to the nearest object is less than 2 metres, all other players must remain at least 1 metre from the player out of bounds

After a score, the ball is put back into play from behind the endline (except after a technical, unsportsmanlike or disqualifying foul). In this case only, the player who is throwing in may move anywhere along the endline, or pass to a teammate behind the endline, provided the ball is thrown in under the conditions above.

Illegal Dribble A player may not start a second dribble after completing a dribble. That player may dribble again, but only if they take a shot, pass to someone else, or fumble the ball, which is then touched by another player (not “in the hands” of the dribbler). This now includes deliberately throwing the ball against the back board as a dribble

Carried Ball A player is not allowed to let the ball come to rest in one hand during a dribble. This usually means that the hand is not allowed to go underneath the ball while touching it, during a dribble.

Traveling Establishing a Pivot Foot: When a player receives the ball, they are entitled to stop, move, shoot or pass under the following conditions: A player catches the ball with both feet on the floor – may use either foot as the pivot foot A player catches the ball while moving or dribbling may stop as follows: 1. If 1 foot is touching the floor, then this foot becomes the pivot foot as soon as soon as the other foot touches the floor, or if the player jumps off this foot, and lands on both feet at the same time, then neither foot is the pivot foot. 2. If both feet are off the floor and the player lands: On both feet at the same time, then the player can choose which foot is the pivot foot On 1 foot, then the other, then the 1st foot to touch the floor is the pivot foot On 1 foot, then jumps and lands on both feet at the same time, then neither foot can be used as a pivot foot. Progressing with the Ball After coming to a stop and establishing a pivot foot a player: 1. when starting a dribble, must release the ball before lifting the pivot foot 2. may lift the pivot foot, or jump, as long as they release the ball on a pass or shot before the pivot foot returns to the floor After coming to a stop, with the player having no pivot foot, a player: 1. when starting a dribble, must release the ball before lifting either foot 2. may lift one or both feet off the floor as long as they release the ball before either foot returns to the floor

A “Travel” is any infraction of these conditions.

Return to Backcourt There are three conditions that have to be met for a team to violate this rule. They are: 1. A team must be in control of the ball (see previous for definition of team control) 2. a member of that team must be the last to touch the ball in their team’s front court 3. any member of that team is the first to touch the ball once it has gone into their backcourt. The centre line is considered to be part of the backcourt. If these three conditions are not met, there is no violation. Exception: An airborne player has jumped from their front court and 1. gains control of (catches) the ball while still in the air 2. and is the first player on their team establish team control 3. then lands in that team’s back court There is NO violation in this instance! This exception is to eliminate the unfair penalty for good defence.

Goal Tending 1. A player may not touch the ball on its downward flight on a shot for goal, while the ball is above the level of the ring, or until either it touches the ring, or it is obvious that it will miss the ring. 2. A player may not cause the backboard, ring or net to move in a way to affect the ball’s motion while the ball is on the ring, or in the basket. 3. A player may not reach through the ring from below and touch the ball while it is above the level of the ring, even if the ball is being passed. If a defensive player does so, and in the opinion of the referee it has caused the shot to not go in, then it is a violation, and the points are awarded to the offensive team. If an offensive player does, and in the opinion of the referee it has caused the ball to go in the basket, then it is a violation, no points are awarded, and the defensive team gets the ball for a throw-in. If the ball is touched on its upward flight by either team after the siren to end a period, then the ball becomes dead, and no points can be awarded. Otherwise the above restrictions still apply.

Playing the Ball Deliberately playing the ball with a foot, or any part of the leg, is a violation. Playing the ball with a fist is also a violation. Penalty: the opposing team is awarded the ball for a throw-in.

Three Second Rule When a team has control of the ball in the front court only, a player of that team cannot remain in the restricted area () for more than 3 seconds (please refer to team control definition). Allowances are made for when that player is attempting to leave the Key, and also if any player is in the shooting action. Please note that the rule was NOT intended to give the defensive team a huge advantage in gaining rebounds, rather, to prevent any one offensive player from dominating the Keyway, by keeping them on the move.

Free Throw Line

Endline

Restricted Area (Keyway) The area below the Free Throw Line and the Endline

Five Second Rule Closely Guarded Player: A player holding the ball, who is closely guarded (actively and within 1 metre) by an opponent (without causing contact), must pass, shoot, or dribble the ball within 5 seconds.

Eight Second Rule A team in control of the ball in its back court (see definition of team control listed previously) must get the ball over the centre line within 8 seconds. If the ball goes out of bounds, then that team has only the remaining time left to get the ball over the centre line. There is no reset of the eight-second count unless the defensive team commits a violation or foul. The eight second count starts when a team gets control of the ball in court, not when the ball is at the disposal of a player for a throw-in. During a dribble from the back court into the front court, the ball is considered to be in the front court only when BOTH feet of the dribbler AND the ball are in contact with the front court. This will apply to a player only as long as they are dribbling (meaning the dribbler can now turn on the centre line, and even dribble the ball in the back court while both feet are in the front court – i.e. both feet AND ball in the front court before the 8 second count ends!).

Shot Clock Rule If the Shot Clock is being used for a game, then the team in control of the ball must shoot for goal within 24 seconds. The Shot Clock starts when a team gets control of the ball in court. It will stop when the referee blows the whistle, or if the shot goes through the ring. The Shot Clock resets to 24 seconds on any foul, violation, or if the other team gets control of the ball, except when: The ball goes out of bounds and the same team gets the ball back. On a Jump Ball if the same team gets possession due to the Alternate Possession Rule The game was stopped by an injury to a player of the team in control of the ball. The game was stopped by actions of the team in control of the ball (e.g. ball is wet and a player asks the referee to get it wiped)

Timing Regulations The following are the timing rules as per the international rules of basketball. Please check with your local organizers for the applicable timing regulations.

Length of the game: four 10-minute quarters. There is a 2 minute break between the 1st & 2nd, and 3rd & 4th quarters, with a 15 minute break at half time. Any overtime periods are 5 minutes. Forfeits: A team must have at least 5 players present, and ready to play within 15 minutes of the scheduled starting time. The score is recorded as 20-0 to the team that has showed. Game Clock Starts: 1. When the ball is legally tapped at the start of the game 2. When the ball is touched by a player IN the court on a throw-in 3. When a player in court touches the ball after free throws. Either from a throw-in, or a . Game Clock Stops: 1. When a referee blows the whistle 2. After a ONLY when the coach of the team in-bounding the ball has requested a time-out. 3. At the end of a period 4. In the last two minutes of the last quarter ONLY, the clock will stop for made baskets.

Again, please check the local by-laws for the timing regulations used for your games.

Fouls Personal Fouls involve illegal contact with an opponent, which puts them at a disadvantage. Unsportsmanlike Fouls are personal contact fouls of a type that are “unsportsmanlike” in nature. They are: 1. Excessive or “hard” contact 2. Not playing “the ball” 3. “Breakaway” – contacting the player with the ball either from the side or from behind on a when there is no other defender between them and the basket 4. A defender holding a player in court while waiting for the ball to be thrown in: for not playing the ball, and also preventing the game clock to re-start A player is only allowed one unsportsmanlike foul each game. A second is automatic ejection from the game. Technical Fouls involve unsportsmanlike behaviour that does NOT involve contact. Examples include, but are not limited to: Disrespectfully addressing a referee Using abusive or obscene language or gestures Delaying the game by preventing the ball from being thrown in Delaying the game by throwing the ball away Being obvious about disagreeing with a referee’s decision Excessive swinging of the elbows (without making contact) Hanging on the ring, except for personal safety after a dunk. Deliberately falling over to fake a foul (flopping) Coaches/substitutes leaving their team bench area (except where they are addressing the score table)

Disqualifying Fouls are flagrant unsportsmanlike or technical fouls. A coach is disqualified if he receives 2 technical fouls personally, or he, the assistant coach, substitutes, or team followers (on the bench) accumulate 3. Once some one has been disqualified, then that person must be removed from the vicinity of the court, i.e. out of communication with the game in progress.

Types of Fouls Holding: When a player uses their hands, arms, or legs to stop or impede the movement of an opponent. Pushing: When a player moves toward an opponent, making body contact, or uses their hands to forcibly move an opponent. Illegal Use of Hands: When a player uses their hand/s or arms to hit or strike an opponent. Blocking: When a player illegally uses his body to impede the movement of an opponent. This occurs when a player fails to gain a legal spot on the floor, and stops, or changes direction of their opponent. This includes illegal screens, and “bumping the cutter”. Charging: When a player (with or without the ball) forcefully uses their body to push through an opponent’s body, which has legally established a position on the court.

Definitions

1. Principle of Verticality: During the game, each player has the right to occupy any position (cylinder) on the court not already occupied by another. This principle protects the space on the floor that the player occupies, and the space above when they jump vertically. A player may not leave their vertical position and cause contact with another player. 2. Legal Guarding Position: A defensive player has established an initial guarding position when he has both feet on the floor, facing his opponent first. The legal guarding position extends vertically above him (cylinder) to the ceiling. He may jump, or raise his arms above his head, provided they are within this cylinder. Guarding a Player who does NOT control the ball: a player is entitled to move freely on the court and take any position not already occupied, provided that they allow “time and distance”. The distance is proportional to the speed of a moving player. It is at least 1 normal step, up to a maximum of 2 normal steps. This distance also applies if the player cannot see the opponent. If the opponent is stationary, and they can see the player concerned, then no distance needs to be given. Guarding a Player WITH the Ball: “Time and Distance” do NOT apply! A player with the ball must expect to be closely guarded, and be prepared to stop, or change direction in a fraction of a second. The defensive player must establish the initial guarding position. Then the defender may move sideways or backwards to maintain that position. When moving, one or both feet may be off the floor, as long as the movement is lateral or backwards, not TOWARDS the player with the ball. If there is contact on the torso of the defender, then they are considered to have been there first. A defender may turn within their cylinder to cushion any blow or to avoid injury. The player with the ball causes the contact in this instance. 3. Airborne Players: an opponent may not take a position on the floor in the path of an airborne player, except where they were occupying that spot before the jumper left the floor. The jumping player must ensure that no one is occupying a position in his path before he leaves the floor. This applies equally to players with or without the ball.

Penalties Foul on a Player: Ball is awarded for a throw-in at the nearest point out-of-bounds.

Foul on a Player in the Act of Shooting: If the shot is successful, then it counts, and the player concerned is awarded a free throw If the shot misses, then either 2 or 3 free throws are awarded (dependant on where the shot attempt was made from).

Unsportsmanlike Foul: Two (or possibly three) free throws, AND possession for a throw-in from the centre line. If shooting, and the shot is successful, then 1 free throw, AND a throw-in from the centre line

Disqualifying Foul: The same penalty as Unsportsmanlike Fouls applies.

Technical Foul: Two free throws, AND possession of the ball for a throw-in from the centre line.

Team Control Foul: The opposing team is awarded the ball for a throw-in. A “team control” foul is one committed by the team in control of the ball. This usually means a charging foul, but includes any normal foul by the team with the ball.

Team Fouls: After 4 fouls by a team in a quarter (or if the game is being played in halves, 7 fouls), any additional fouls are to be penalised by 2 free throws. Exception: a team control foul or a foul with a greater penalty.

Double Foul: When 2 players from opposing sides foul each other at about the same time, no free throws are awarded, and the game restarts as follows – If a team scores at about the same time, then the points count, and the ball is given to the opponents of the team who scored, from the endline. The team that had control of the ball, or was entitled to get the ball, shall get the ball for a throw-in from the nearest point out of bounds. If neither team was in control of the ball, nor was entitled to it, then a jump ball is called, with possession going to the team by the possession arrow.

Multiple Fouls: If more than one foul is called on one or both teams at approximately the same time, ALL fouls are recorded. Those fouls by both teams that involve the same penalty are cancelled. Any remaining penalties are administered in the order that they occurred. If no penalties remain after cancellation, then the game is restarted as per the double foul procedure.

Player with Five Fouls: Must leave the court immediately. The team is allowed up to 30 seconds to get a replacement ready to play. It is not a time-out.

MECHANICS OF REFEREEING

Sideline 2

End Line 2

End Line 1

Sideline 1

Court Coverage Sidelines and Endlines During the game, one referee is responsible for sideline 1 and endline 1. The other referee is responsible for sideline 2 and endline 2. An Out-of-Bounds call should only be by the referee responsible for that line. One referee may ask the other for help if they are unsure of who the ball last touched before it went out.

Switching Referees switch their positions on court when the “lead” referee makes a foul call, but not when the “trail” referee does. Exception: when the “lead” referee makes a team control foul call, he then returns to administer the throw-in.

Lead & Trail Positions The referee ahead of play (on the endline) is called the “Lead” referee. This referee is responsible for watching the play on and around the ball when the ball is in Areas 4 and 5, and out to the 3-point line in Area 6. At other times, this referee is responsible for the players away from the ball. The referee that follows the play is called the “Trail” referee. This referee is responsible for the play on and around the ball when the ball is in Areas 1, 2, 3, 5, and 6. At other times, this referee is responsible for the other players away from the ball. The “trail” referee is also responsible most of the play in the backcourt.

When the ball is in Area 5 (restricted area), both the referees are responsible for on and off ball activity. The referee that the play is moving towards usually makes the on-ball calls. It is important that the referees: 1. Keep up with the play 2. Look for the spaces between the players 3. Know their areas of responsibility 4. Keep moving to obtain the best position 5. Keep most of the players between them. This is known as “boxing in” or the “Sandwich Principle”.

Out of Bounds The nearer referee is usually responsible for handing the ball to a player for a throw-in. A bounce pass is recommended in some circumstances.

Jump Balls During the Jump Ball at the start of the game, one referee takes a position just outside of the centre circle facing the score table. This referee throws the ball up. The throw should be vertical, and higher than either player can reach after jumping. It is important to practice the tossing up of the ball. Use the same rhythm for each throw. The other referee takes a position on the at the centre line on the side closest to the score table. This referee is referee is responsible for any violations. Once the ball has been tapped, he then becomes the “Lead” referee, by moving ahead of the ball.

Free Throws The positions of the referees are shown on the diagram on page 4. The Lead referee is responsible for administering the free throws. This include giving the correct free throw signals (signals #53, #54, and #55). The Trail referee is responsible for displaying the correct number of free throws (signals #56, #57, and #58), as well as counting the successful free throws (signal #1) Both referees are responsible for violations. The Trail is watching the shooter, and the lane spaces on the keyway furthest from him. The Lead is to watch the lane spaces furthest from him. Violations on the shooter are to be called immediately. If last free throw is unsuccessful, call any violations. If the last free throw is successful, ignore them (except for the shooter).

Calling Violations On every violation, there is a need to give three signals – 1. Stop the Clock (signal #6) {and blow the whistle!} 2. Reason for the violation (one of signals #14 to # 22, & #24) 3. Direction of play (signal #23) If the ball goes through the ring, the score must be cancelled (signal # 5), and the ball given for a throw-in from the sideline, free throw line extended. Exception: Goal Tending by the defensive team. Score counts, throw-in from the endline.

Calling Fouls To the Player: 1. Blow the whistle and give the stop clock signal (#7, or #44 - #47) 2. The type of foul (signals #37 - #42) 3. Award or cancel any points scored (#2, #4, or #5) 4. Penalty: direction of play (signal #23, or #43), or number of free throws (#48 to #50)

To the Scoretable: 1. Award/cancel any score (signals #2 - #5) 2. Team colour and the offending player’s number (#25 - #36) 3. Reason for the foul (#37 - #47) 4. Penalty (direction of play, number of free throws, or team control signal)

It is essential that the referee calling the foul gets clear of the players, about 6 to 8 metres from the scoretable, before signaling to the scorers. The other referee should “freeze”, and observe all ten players to ensure nothing unsportsmanlike occurs, before switching to take up his normal position.

Blowing the Whistle The whistle should be blown in a short, sharp manner to stop the game. Do not blow the whistle when there is a score, except if there is a foul, violation, or time-out being called by the opposing team.

Signaling Scores The Trail referee is responsible for the awarding of scores, using the correct signals: 2-points: signal #2 3-point attempt: signal #3 3-point attempt scored: signal #4